|Commander / EDH||Legal|
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|Dragons of Tarkir (DTK)||Rare|
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Anafenza, Kin-Tree Spirit
Legendary Creature — Spirit Soldier
Whenever another nontoken creature enters the battlefield under your control, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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|Have (34)||DrPopular , ChrisH , Mogar , Kvothe1115 , Crimson6 , Ellyreia , pokemate0 , TehDelta , Snydog17 , Venser_the_Sojoner , thetechzombie , Tommuz , ironax , Halphinian , Lucretian , Wazerwifle , Justinaut , JAT0 , TheAlmostHero , duff87 , Oloro_Magic , Daeyel , jhunter , LegendDeer , philktoken8998 , MattN7498 , TheAnnihilator , bakeraj4 , mziter501 , Hakira , golgarigirl , Spinalripper , Caldazar , Fiolek|
|Want (2)||samuelianstorm , Mj3913|
Anafenza, Kin-Tree Spirit Discussion
2 weeks ago
Always a fan of playing the unplayable. Also, I'm intrigued at the potential of Yomiji, Who Bars the Way with the change to Planeswalkers. Maybe you could find some use out of Anafenza, Kin-Tree Spirit, Day of Destiny, and either or both of the Odrics
1 month ago
I have a Question why not Run 4x Flagstones of Trokair I mean it dosen't come in to play tapped and it Filters Land in multiepulls Just wondering. It seems to me that it would make your deck more consitant all so Anafenza, Kin-Tree Spirit seems good to me in this
1 month ago
1 month ago
Great idea! I at first saw that it was an Anafenza deck, but I was confused how it was mono white. I had completely forgotten she also had a mono white card! She is actually perfect for weenies to! If I had to add anything, I would add Dusk. It has shown it's worth in standard, just imagine what it could do in a format with more weenies. I might do an Anafenza, Kin-Tree Spirit deck soon to after seeing this! She looks perfect for how I like to play. Thank you for showing me!
1 month ago
Love the thought and the theme - +1.
Couple of suggestions. I don't see the keyword "budget" anywhere, so I'm going to list all possible options for this deck. They will range from expensive (as in cards in competitive magic) to budget options since the deck seems to be in that kind of range.
Lands first. Since you are two colors, playing that many basics isn't a terrible idea, but not drawing a particular color, or not enough mana sources of that color, can still be a thing that holds you back. Options are fetch and shocklands to get your colors as soon as possible - Marsh Flats and Godless Shrine are the two in your colors. You can include other black and/or white fetch lands like Bloodstained Mire or Windswept Heath because they both search for Godless Shrine. However, late game they can only search for one of the basic lands which may become a problem. In lue of other fetch lands, dual lands such as Isolated Chapel or Concealed Courtyard are the other two options that are played in modern. Ironically, they're opposites in the fact that you want Concealed Courtyard in your opening hand, and not late game, where as you don't mind Isolated Chapel late game, but would prefer not to see two in your opening hand since they would both come in tapped. These lands will greatly increase your color fixing, not to mention fetching lands helps thin the deck so that you are drawing less lands later in the game. (I do have to mention that, with each fetch, there is only a 1% less chance of drawing another land, but every bit of help can do wonders). Lastly for lands, 24 seems too much for a deck that curves out at 3 mana, and the three mana cards are only 6% of the deck. I'd recommend going down to 22. See if that helps at all.
Onto creatures. I see why you like Doomed Necromancer here, but he is someone that should be taken out of the deck. First off, he's three mana which is at the top of your curve. Secondly, he takes a full turn to be able to activate his ability. Thirdly, even if your opponent doesn't (or can't) pay the three life (assuming Athreos, God of Passage is on the battlefield) he still then takes another three mana and another turn to activate. He's too slow for modern, especially with the fact that you're not bringing anything BIG back. Just other smaller aristocrat type creatures. I feel like Spiteful Returned is in a similar position. Four mana to bestow, just for two life upon attacking? Aside from Cartel Aristocrat, how many of your creatures are truly just going to keep attacking? modern is full of 2/3 and 3/3 one drops (Wild Nacatl, Kird Ape, Merfolk, ect) that will simply just block your creatures. I know you don't care about dying, but those kind of decks can assemble and be MUCH faster than you, so you need to be able to compensate in order to beat those types of decks.
Honestly, you could try to go the infinite route with Viscera Seer, Kitchen Finks, Anafenza, Kin-Tree Spirit, and Murderous Redcap. However, that isn't exactly new and you lose a lot by not adding green. In saying that, I do think you should consider Viscera Seer as another sacrifice outlet. It also helps you scry which has the potential to be game changing in the long run.
Other control aspects. Being that you're playing black and white I think you should consider these options for creature destruction: Path to Exile and Fatal Push. These are arguably the strongest creature removal spells in the format. Also, for more hand disruption, you could look into Thoughtseize. The 2 life is almost irrelevant being that you're playing Blood Artist to gain life.
I am not trying to sound like an arrogant jerk here assuming you don't know what your cards do, but I do want to make sure you understand two interactions that could potentially happen in your deck. If you already knew these, I'm sorry. Gift of Immortality, while useful, does have a potential backfire. If Athreos, God of Passage is out and a let's say Black Cat dies with Gift of Immortality on it, then you would need to choose how the stack would resolve. You have the option of choosing when your opponent discards there card at random, when Athreos, God of Passage's trigger goes, and when Gift of Immortality goes. Here's the problem. If you allow Athreos, God of Passage's trigger to resolve first, your opponent can NOT pay the 3 life and allow the creature to return to your hand. While this may sound beneficial at first, you then LOSE Gift of Immortality being that the creature is not returned to the battlefield, and Gift of Immortality has no target. If you allow Gift of Immortality to resolve first, then Athreos, God of Passage's trigger is meaningless. Just wanted to make sure you knew how that went to decide whether or not to keep Gift of Immortality.
The second interaction is with Tidehollow Sculler. For him to be used to his MAXIMUM potential you need a sacrifice outlet. Let's say you have Cartel Aristocrat on the battlefield. You cast Tidehollow Sculler and he resolves, and his enters the battlefield (ETB) trigger goes on the stack. BEFORE HIS FIRST TRIGGER RESOLVES, you then sacrifice him to Cartel Aristocrat so that you now have two triggers going onto the stack above Tidehollow Sculler's etb. You give Cartel Aristocrat protection from whatever color you want, then Tidehollow Sculler's second trigger resolves returning whatever card he exiled. Here's the kicker, HE HASN'T EXILED ANYTHING YET. Therefore, nothing happens. Now that those triggers resolved, his initial ETB trigger resolves, and you get to permanently exile whatever nonland permant is in their hand. Again, if you knew these interactions, I apologize for wasting space and your time to describe them.
1 month ago
I have a similar list that has done well for me. There are a few differences. I will list off the primary ones. By no means are they the best options for the deck, but they fit my play style a bit more at least; and I have found them to be worthy inclusions.
My list runs more copies of cards that prevent the -1/-1 counters from being placed on my persist creatures. Vizier of Remedies is probably the best card for this, but Anafenza, Kin-Tree Spirit, and Melira, Sylvok Outcast are also solid options. I think I run 5 of these effects mainboard.
My list runs more 3 drops. I completely understand the want to keep your creatures at 2cmc as it allows for Rally the Ancestors on 2 to be more explosive. I have found that I rarely have enough damage to combo off on turn 4. As such, I included more 3 drops to buy me some extra time. Kitchen Finks is prime for this as he blocks twice, gains life, synergizes exceptionally well with Melira-esque effects, and has enough power to trade with a fair number of creatures. I run 1 Liliana, Heretical Healer Flip as an excellent way to recur pieces; and I run 2 Grim Haruspex. They, combined with Viscera Seer's scry allows me to dig into more combo pieces (ideally another Rally the Ancestors). Another card that I have found a lot of success with is Mogis's Marauder. It allows for combat damage to be a viable strategy off of a Rally the Ancestors on your own turn. In my case, I utilize Bloodthrone Vampire as both a sac engine, and a win con. Target the bloodthrone vampire with the haste and intimidate, and you can easily swing for a lot of damage out of nowhere. If you do not want to use Bloodthrone Vampire, it also works with Voice of Resurgence. Sacrifice voice in response to the marauder trigger, get a beefy token, target the token, and then swing with it before you then sacrifice your board. I also run a 1 of Westvale Abbey Flip for similar reasons.
I will say that I like your inclusion of the Tidehollow Scullers. I really wanted to include them in my list, but just couldn't find the space.